What's working, what's not working and what's working as intended?

What's working, what's not working and what's working as intended?

Good question? I think it is. I won't give my opinion in the opening thread, more interested in other's opinions at the moment.

So, if you would, please list what (IYO) is 100% working, what is not 100% working and what, no matter the state currently, is working 100% as intended.

I'm just curious to hear what you all think. Also, it's not intended as a slam FD or argue other's opinion thread, I'm just trying to gauge others thoughts on the state of the game in it's current form.
 
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Snakebite

Banned
What's working, what's not working and what's working as intended?

Good question? I think it is. I won't give my opinion in the opening thread, more interested in other's opinions at the moment.

So, if you would, please list what (IYO) is 100% working, what is not 100% working and what, no matter the state currently, is working 100% as intended.

I'm just curious to hear what you all think.

By far the biggest problem for me is that two of the three fundamentally needed carrears to make ED work as properly are completely unplayable.


Both Piracy and Bounty Hunting need a little bit of attention to make the carreers viable.

Piracy is far to difficult and unrewarding, and as a result pirates are leaving the game or just randomly attacking.

Bounty hunting is a waste of space, the few players out there that are properly playing as pirates have the ability to constantly wipe their status clean. For bounty hunters this results in there not being any 'visible' pirates
the end result bounty hunters are leaving the game or just randomly attacking people.

Forget planetary landings.
Forget wings

FD for heavens sake please fix the basic mechanics of Piracy and bounty hunting or this game is not going to survive.
 
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Difficult question to answer since we don't know how things are intended to work. Every aspect of this game is flawed to some degree, except the size of the galaxy and the physics perhaps.
 
Im confused..

What part or all of it?

Here's an example and not necessarily my opinion, just an example:

1oo% working: Flight model

100% not working: Background simulation.

Please, don't anyone argue the points I've listed, it's just an example. I'll edit the OP a bit to try and clarify.

Working as intended: Flight model and nothing else.
 
If you put the stuff in the DDF as a standard for how things should work... since that is, well, the Design discussion forum.
Then no, pretty much nothing at all is working.

If you look at it from a basic functionality level, then most of the things currently ingame are working. Generally not very well, though.
 
If you put the stuff in the DDF as a standard for how things should work... since that is, well, the Design discussion forum.
Then no, pretty much nothing at all is working.

If you look at it from a basic functionality level, then most of the things currently ingame are working. Generally not very well, though.


This sums it up for me pretty much.
 
If you put the stuff in the DDF as a standard for how things should work... since that is, well, the Design discussion forum.
Then no, pretty much nothing at all is working.

If you look at it from a basic functionality level, then most of the things currently ingame are working. Generally not very well, though.

Is there anything, IYO, that is working 100% as intended?
 
I think most things are working but almost everything could do with fleshing out.

Bounty hunting needs bigger range of bounties

Piracy needs tweaking in terms of escape mechanic and getting loot without killing

Criminal status needs teeth. Ship destruction of clean player needs consequences longer than just pay off a fine.

Police need far more teeth as well

USSs need overhauling or at least have other mechanics in there. Its all too random. Maybe a scanner to scan for maydays So we get an idea which to go to..... Tho all will not always be what they seem!.

Trading works OK but for instance if a planet is starving foodstuffs should be way higher. Like others ha e said ba kground sim tweaks.

Exploration is almost there for the core game but could maybe pay more

Mining is ok as the base mining you do from scratch but IMO needs better gear to help to jazz it up. (Perhaps extractors to attach to asteroids which we put out like lobsterpots then come back to after a few mins? Or drones

Reputation system have more facets. Offer better black market deals, pirate factions

Mission generator needs overhaul


So much needs work and I hope it gets it and yet despite this.....


Filight model, sounds and visuals and the milky way play area IMO are nailed ( tho it does need more life to show the day to day stuff as well as IMO visualising construction as a fluid thing not a 3 stage process)


. This is why even with everything else being bare minimum IMO the foundations are rock solid and after at a guess more than 250 hrs since gamma, more in beta its still the only game I want to play.

Even with all those moans ED is still (for me) the best game I have played in a long time... Tho as I have said before the rift helps
 
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Tar Stone

Banned
Working (subjective) :

- Flight model, ship handling 100%
- Ship-ship combat 90% working (10 sec bounty rule is still in there, ongoing balancing issues etc)
- Planetary graphics & lighting 100%, they look awesome
- Entering & exiting supercruise 99%, much faster and slicker than it was during beta


Not working (subjective)

- Economy & trading - there hidden modifiers affecting cargo values, I simply cannot get a handle on it
- NPC interdiction - bugged, still intermittently stops working mid-interdiction



Not up to scratch (subjective)

- USS generation - a quick and dirty placeholder for scripted content
- NPCs are still tier 1, non-persistent, basic level NPCs
- Mission system is still at a basic level of functionality, no dynamic generation of missions
- Galnet news writing quality - Frontier should be ashamed and embarrassed at the abysmal level of writing here


On the Galnet news - I would prefer simple, generated content, for example:
Faction X has taken control of system Y
Faction A is expanding into system B
Station construction in system Z is 80% complete


In summation, not much feels broken, but a few quite important things feel sorely unfinished.
 
I've been roaming about Fed space picking up missions for naval ranks, and I noticed some glaring inconsistencies.

I saw a system called "SINGLELIGHTTEST" in the trade menu and I was like.. that's a funny name for a backer to give a system. :D Turns out it doesn't even exist. There's also one called TEST2 as I found out. The screenie below was taken in EZ AQUARII.

scr.jpg

Also, when I jumped into Tau Ceti, system map shows 3 stations, but I could see a fourth called Avogadro Enterprise from the left UI panel.

scr3.jpg
scr2.jpg
 
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Trading: If FD want trading to be a basic pick up X at A and deliver to B and bring Y back then it's working. But that's the problem. To make the biggest profit at the station I house at I always always bring in Palladium, Berryllium, and Superconductors...I need more variety! Trading needs to be more dynamic in that I should be having to react to changing scenarios within the station. The health and function of my chosen station should be tied into what I and others bring in and what type of economy it is. Speaking of which, smuggling needs a major overhaul...more risky, more profitable.

Rep: Broken. Right now Allied status means very little. If I work to get Allied and Permits then those should get me all sorts of goodies like discounts or more valuable missions (and more difficult and immersive). Once you get Allied with the Empire I don't think you should be Allied with all Imperial factions, you should still have to work for it.

Bounty Hunty: Fun but broken. I like shooting spaceships and making them blowup. But it makes no sense that every wanted ship passes through a Nav beacon to get themselves greased by the likes of me. All bounties should be on a bulletin board showing reward and bounty skill and you get to go out and find them.

Fun Factor: Working. Despite all these gripes I keep playing the game and enjoying it.

Just my two cents.

Nick
 
I've been roaming about Fed space picking up missions for naval ranks, and I noticed some glaring inconsistencies.

I saw a system called "SINGLELIGHTTEST" in the trade menu and I was like.. that's a funny name for a backer to give a system. :D Turns out it doesn't even exist. There's also one called TEST2 as I found out. The screenie below was taken in EZ AQUARII.

Also, when I jumped into Tau Ceti, system map shows 3 stations, but I could see a fourth called Avogadro Enterprise from the left UI panel.

You should ticket both of these. I've ticketed the test systems before and they've partly fixed the issue as those systems are no longer searchable in the galaxy map as they once were. They shouldn't be showing in the trade data either though. There are about 8 such systems IIRC.
 
*reads thread*

As soon as someone claims something is 100% working they are not truthful. There is no perfect system.

As soon as someone claims something is 100% NOT working they might be truthful (if the feature/game completely crashes/locks up everytime they try to do something), but many times it is much more likely to be hyperbole. Same goes for statements about certain things being "completely unplayable" or "broken" even-though people are evidently playing with these things all over the place as we speak.

Also, to make a statement about how well something is working you would need to have the final design documents at hand to compare too and we don't. Even the devs themselves might not have the "final" versions since the game is in constant development and flux.

No, the proposals from the design disscussion forum doesn't count. ;)
 
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I'll make it short: client is stable and runs smoothly even on my ancient rig. Flight model is excellent. Graphics is good and audio is (still) great. That's what works.

I do hope that pretty much everything else which seemingly works, is NOT actually working as intended.
 
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